Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes
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- Bing Mei & Shuxia Yang, 2019. "Nurturing Environmental Education at the Tertiary Education Level in China: Can Mobile Augmented Reality and Gamification Help?," Sustainability, MDPI, vol. 11(16), pages 1-12, August.
- Patricia Hernández-Lamas & Beatriz Cabau-Anchuelo & Óscar de Castro-Cuartero & Jorge Bernabéu-Larena, 2021. "Mobile Applications, Geolocation and Information Technologies for the Study and Communication of the Heritage Value of Public Works," Sustainability, MDPI, vol. 13(4), pages 1-25, February.
- Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
- Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
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- Ștefan Boncu & Octav-Sorin Candel & Nicoleta Laura Popa, 2022. "Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors," Sustainability, MDPI, vol. 14(16), pages 1-22, August.
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Keywords
gamification; ecology; sustainable development; mobile apps; smartphones; environmental protection;All these keywords.
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